mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
62 lines
No EOL
2.6 KiB
Text
62 lines
No EOL
2.6 KiB
Text
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "global.inc"
|
|
|
|
struct PS_IN {
|
|
float4 position : VPOS;
|
|
float4 texcoord0 : TEXCOORD0_centroid;
|
|
};
|
|
|
|
struct PS_OUT {
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
uniform sampler2D samp0 : register(s0);
|
|
|
|
static float2 screenPosToTexcoord( float2 pos, float4 bias_scale ) { return ( pos * bias_scale.zw + bias_scale.xy ); }
|
|
|
|
void main( PS_IN fragment, out PS_OUT result ) {
|
|
const float renderWidth = 1280.0f;
|
|
const float renderHeight = 720.0f;
|
|
const float4 positionToViewTexture = float4( 0.5f / renderWidth, 0.5f / renderHeight, 1.0f / renderWidth, 1.0f / renderHeight );
|
|
|
|
float interpolatedZOverW = ( 1.0 - ( fragment.texcoord0.z / fragment.texcoord0.w ) );
|
|
|
|
float3 pos;
|
|
pos.z = 1.0 / interpolatedZOverW;
|
|
pos.xy = pos.z * ( 2.0 * screenPosToTexcoord( fragment.position.xy, positionToViewTexture ) - 1.0 );
|
|
|
|
float3 normal = normalize( cross( ddy( pos ), ddx( pos ) ) );
|
|
|
|
// light is above and to the right in the eye plane
|
|
float3 L = normalize( float3( 1.0, 1.0, 0.0 ) - pos );
|
|
|
|
result.color.xyz = _float3( dot3( normal, L ) * 0.75 );
|
|
result.color.w = 1.0;
|
|
} |